/// <summary> /// Callback chamado quando a pose de calibrar é detectada. /// </summary> private void PoseDetected(object sender, PoseDetectedEventArgs e) { int id = e.ID; this.userGenerator.PoseDetectionCapability.StopPoseDetection(id); Controller.Instance.Print("Pose detected: " + id + " - Requesting Calibration"); this.userGenerator.SkeletonCapability.RequestCalibration(id, true); }
// ポーズ検出 void poseDetect_PoseDetected(object sender, PoseDetectedEventArgs e) { message = "ポーズ検出:" + pose + " ユーザー:" + e.ID; // ポーズの検出を停止し、キャリブレーションを開始する user.PoseDetectionCapability.StopPoseDetection(e.ID); user.SkeletonCapability.RequestCalibration(e.ID, true); }
// 检测到有姿势 强制进行骨骼校准 private void poseCap_PoseDetected(object sender, PoseDetectedEventArgs e) { this.poseDetectionCapability.StopPoseDetection(e.ID); if (this.playerId == -1) { this.playerId = e.ID; this.skeletonCapability.RequestCalibration(e.ID, true); } }
void poseDetectionCapability_PoseDetected(object sender, PoseDetectedEventArgs e) { this.poseDetectionCapability.StopPoseDetection(e.ID); SendMessage("PoseDetected", e, SendMessageOptions.DontRequireReceiver); if (AttemptToCalibrate) { this.skeletonCapbility.RequestCalibration(e.ID, true); calibratingUsers.Add(e.ID); } }
void poseDetectionCapability_PoseDetected(object sender, PoseDetectedEventArgs e) { print("Pose detected"); this.poseDetectionCapability.StopPoseDetection(e.ID); if (AttemptToCalibrate) { print("Starting calibration"); this.skeletonCapbility.RequestCalibration(e.ID, true); calibratingUsers.Add(e.ID); } }
/// @summary pose detection callback /// @param sender who called the callback /// @param e the arguments of the event. private void PoseDetectedCallback(object sender, PoseDetectedEventArgs e) { m_settingManager.Log("found pose " + e.Pose + " for user=" + e.ID, UNIEventLogger.Categories.Callbacks, UNIEventLogger.Sources.Skeleton, UNIEventLogger.VerboseLevel.Verbose); if (e.Pose.CompareTo(m_PoseToSelect) != 0 && e.Pose.CompareTo(m_PoseToUnselect) != 0) { return; // irrelevant pose } UNIPlayerPoseCandidateObject poseUser = GetUserFromUserID(e.ID) as UNIPlayerPoseCandidateObject; if (poseUser == null) { return; // irrelevant user } if (e.Pose.CompareTo(m_PoseToSelect) == 0) { DetectSelectionPoseForUser(poseUser); } if (e.Pose.CompareTo(m_PoseToUnselect) == 0) // we do NOT put an else because the select and unselect might be the same pose { DetectUnselectionPoseForUser(poseUser); } }
void poseDetectionCapability_PoseDetected(object sender, PoseDetectedEventArgs e) { this.poseDetectionCapability.StopPoseDetection(e.ID); this.skeletonCapability.RequestCalibration(e.ID, true); }
void PoseDetected(PoseDetectedEventArgs e) { poseDetected.SetActiveRecursively(true); }
private void PoseDetected(object sender, PoseDetectedEventArgs e) { Console.Write(e.ID + " Detected pose " + e.Pose); userGenerator.PoseDetectionCapability.StopPoseDetection(e.ID); userGenerator.SkeletonCapability.RequestCalibration(e.ID, true); }